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Your arguments do not make sense, they are cherry picked and do not look on the overall state of ecosystem (I could bring up the woeful state of Rust's stdlib memchr and other routines, or C++ being way slower than expected in general purpose code because turns out GCC can't solve lack of hands, but I didn't, because all these languages have their merits, which you seem to be incapable of internalizing). Roaring bitmaps is not even properly implementable in Java in regards to optimal SIMD form, which it is in C#. It's a matter of doing it.

I think I understand your position now - you think the grass is greener on the other side, which it's not. There is probably little I can say that would change your mind, you already made it and don't care about actual state of affairs. The only recourse is downvote and flag, which would be the accurate assessment of the quality of your replies. Though it is funny how consistent gamedev-adjacent communities are in having members that act like this. Every time this happens, I think to myself "must be doing games", and it always ends up being accurate.




> Your arguments do not make sense, they are cherry picked and do not look on the overall state of ecosystem

My argument is my (indirect) experience in the C# ecosystem. I'm of firm belief I don't have to preface anything with IMO. But for clarity, I will clarify below.

By indirect I mean people on SS14 cursing YamlDotNet, and asking for more things to be written as a struct, with more stackalloc.

By my experience means dabbling in C#, trying to find solutions SS14 maintainers could use. Trying to find acceptable Roaring and Fluent localization implementation.

> Roaring bitmaps is not even properly implementable in Java in regards to optimal SIMD form, which it is in C#. It's a matter of doing it.

Plain wrong. No it doesn't depend on SIMD, look into Roaring Bitmaps paper. It's possible to implement it without any SIMD. The basis of the algorithm depends on hybridization of storage of bitset into three types: bitmap, array and run.

C# didn't even have the "naive" implementation at time of writing. It did have bindings, but those were a no go.

> could bring up the woeful state of Rust's stdlib memchr

Anyone worth their salt in Rust would tell you, to just use the memchr crate. We were discussing ecosystem not just stdlib.

> I think I understand your position now - you think the grass is greener on the other side, which it's not.

Grass is greener? I'm not a C# dev. I don't pine for something I know less than Java. Essence of it is - if you want a high perf game engine better go Rust, Zig, or C++. If you want to use Godot or Unity, then C# is already enforced.

That aside.

Greener or not greener. The SS14 project was forced to write their own localization library from scratch. If they had enough mad people, they would have rewrote the Yaml parser as well. And god knows what else.

I did look into efficient bitmaps for their PVS system. But promptly gave up. And that's the extent of my contributions to SS14.

> Though it is funny how consistent gamedev-adjacent communities are in having members that act like this

Game dev adjacent? Are you sure that's the right term? I'm not affiliated with SS14 at all.

Yes. I made some minor contributions to it, but I also contributed to cargo, Servo, and Yaml.

Does that makes me Yaml-adjacent or Browser-adjacent?


Maybe you shouldn’t talk about something you have little idea about then?


About what?

I do have idea what it is to write a C# engine. I was involved in some minor parts and frequented dev chat. It's messy, and you got to NIH lots of stuff.

I also got to port some zero copy parsers to C#.




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